Shadow 'resolution' & colorised billboards
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- Posts: 13
- Joined: Sat Nov 11, 2006 1:31 pm
Shadow 'resolution' & colorised billboards
Two quick questions:
First one: I can't recall the exact technical term for them, but can you increase the 'shadow resolution' without increasing polycount?
Click for image
It's a low quality jpg, but I encircled the part where the edgeness is most obvious. It shadows each triangle seperatly, which leads to the jaggy shadows. Of course you can solve this by making the polycount higher, but that wouldn't be preffered.
Any solution to make this smoother in Irrlicht?
My second question: is there any way to colorise billboards like you can with Draw2dImage()?
First one: I can't recall the exact technical term for them, but can you increase the 'shadow resolution' without increasing polycount?
Click for image
It's a low quality jpg, but I encircled the part where the edgeness is most obvious. It shadows each triangle seperatly, which leads to the jaggy shadows. Of course you can solve this by making the polycount higher, but that wouldn't be preffered.
Any solution to make this smoother in Irrlicht?
My second question: is there any way to colorise billboards like you can with Draw2dImage()?
For the second question you can set the material of the billboard i think, so you could set the colour that way probably.
For the first question i think you cant improve it without having a higher poly model, but im no expert on shadows!
That looks like a menu system there, couldnt you use a higher poly model there and then in-game you could use the lower poly model where the poorer shadows may not necessarily be so obvious?
For the first question i think you cant improve it without having a higher poly model, but im no expert on shadows!
That looks like a menu system there, couldnt you use a higher poly model there and then in-game you could use the lower poly model where the poorer shadows may not necessarily be so obvious?
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- Posts: 13
- Joined: Sat Nov 11, 2006 1:31 pm
Ah, managed to colorise a billboard now, apperantly I was at the right options before, but they don't work when you disable lighting for the billboard (wanted to colorise sprite explosions so wanted them bright).
I suppose I could make higher poly models for the menu only, but that would mean I'd have to model everything twice... :/ The current models you see are just placeholders to see which sides front and up (hence the antennas), so I do intend on making them a bit more complicated.
Still, not a gamebreaking issue ofcourse.
I suppose I could make higher poly models for the menu only, but that would mean I'd have to model everything twice... :/ The current models you see are just placeholders to see which sides front and up (hence the antennas), so I do intend on making them a bit more complicated.
Still, not a gamebreaking issue ofcourse.
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- Posts: 13
- Joined: Sat Nov 11, 2006 1:31 pm
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- Posts: 13
- Joined: Sat Nov 11, 2006 1:31 pm
No way to increase that without increasing polycount then? I know it's technically possible, at least, even in the direct3d driven 3d studio max viewports it's less jaggy, let alone an actual render.
I haven't begun making the character model parts yet (the ones in the screenie are just quick placeholders), so I could make them a bit higher poly, but if it's not necessary I'd like to avoid it, saves on filesize and modelling time. Or I just learn to live with the jaggier shading. :p
I haven't begun making the character model parts yet (the ones in the screenie are just quick placeholders), so I could make them a bit higher poly, but if it's not necessary I'd like to avoid it, saves on filesize and modelling time. Or I just learn to live with the jaggier shading. :p
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- Posts: 13
- Joined: Sat Nov 11, 2006 1:31 pm